Welcome to Yara, a tropical paradise frozen in time. As the dictator of Yara, Antón Castillo is intent on restoring his nation back to its former glory by any means, with his son, Diego, following in his bloody footsteps. Their oppressive rule has ignited a revolution.
Hyper Scape is the one and only urban futuristic free-to-play Battle Royale where 100 contenders engage in first-person close-quarters combat and fast-paced matches to become the next global superstar.
H1Z1 is a pure, fast-paced battle royale shooter revamped for PS4. Drop in to a massive map in search of weapons, ammo, vehicles and air drops to get a leg up on the competition and be the last one standing. Hot swap looting, radial menus, natural and quick feel are built for console controls.
The ground is your weapon in the fast paced battle arena of Georifters. Team up with or against your friends to punch portals, twist tunnels, flip lasers, and steal the ground from under each other using a unique arsenal of weapons and abilities in this ground busting adventure.
Fat City is an action puzzler in which player plans and starts bank heists. It's ported to Gear VR and Pico VR with controller support by using Oculus Utilities for Unity 5 and PicoVR Unity SDK, respectively.
As a compilation of several casual and casino games, including Trivia, Slots, Keno, and Bingo, player can acquire a variety of fun by playing with virtual currency or real money. The games feature player progress tracking, cruise leaderboards, and multi-platform support.
A VR spatial reconnaissance game to identify illegal spacecrafts and authorize attack by utilizing the direct integration between Autodesk Stingray and Oculus Rift. Spacecraft data about cargo, manifest, and specification is procedurally generated to extend replay value.
Forsaken is a first-person horror survival game set in a seemingly abandoned asylum. The main character has no idea how s/he got there, but definitely wants out. Someone seems to have ideas about you leaving their sphere of influence however and the entire asylum, including its architecture, is following their whims.
This system can demonstrate multiple BVH files with different frame indexes. With a controller panel built based on GLUI, user can readily adjust several kinds of parameters, e.g., type, size, and color of geometric primitives. Some environmental tools, such as camera and light, can also be intuitively manipulated by user.
While capturing motion by Microsoft Kinect, this system can create different kinds of virtual scenes by integrating with Open Dynamics Engine so that user can test some physical rules or have pure fun via natural motion.
ZombieVR is a mobile VR survival game created with Unity and Google VR SDK. Player has to kill zombies before killed by zombies. Gameplay and VR spatial user interface are built single-handedly with the help of GvrReticlePointer, GvrPointerPhysicsRaycaster, and GvrEventSystem in Google VR SDK.
Player and other NPC preys have to run away from hunter's capture in order to be able to survive as long as possible. This simple survival game is implemented with the help of AI controller and behavior tree in Unreal Engine 4.
One of Autodesk Stingray standard templates includes a basic shooter level with an animated 3D character. The third person controller implemented via Lua is well supported for keyboard/mouse and gamepad input. The translation and rotation of character and camera are smoothly blended while switching between walking and aiming.
A breakout-style game with a first-person perspective is implemented via OpenGL and GLSL. Player has to destroy all bricks by keeping the balls bouncing with the help of five different types of power-ups.
While facing countless tear gas grenades and rubber bullets, the only thing protesters can do is to use whatever they have to protect themselves.
Whakman is a simple Pac-Man clone which player has to collect coins without being captured by ghost. This project utilizes a generic GameObject class with various components for different aspects, such as input, collider, rigid body, and graphics. A* search algorithm is also implemented for ghost AI to chase player.
Player has to push all boxes to the goal positions in as less steps as possible. This Sokoban-like puzzle game is implemented with Cocos2d-x in C++. Various design patterns are utilized to increase the architecture flexibility and functionality, e.g., factory pattern, component pattern, and command pattern.
Checkers is a network board game implemented as console application with the help of the stand-alone asio C++ library. All the rules and game mechanics are fully supported, such as crowning and forced capture. Invalid input will be rejected and player will be requested to input again.
2D player can move on the level and pick up items from the ground to the inventory. Various item types/functionalities are supported, such as pickupable, equipable, stackable, and consumable. Player attributes are updated accordingly when item is equipped or consumed. Inventory grid screen is dynamically adjusted based on if a row is needed or not.
With this tool, user is able to use mouse to draw roads and construct waypoints, which are the nodes at the start, end, turn, and intersection with another road. Road graphs are established accordingly since waypoint knows its neighbor waypoints. Disjoint-set data structure is also implemented to detect whether two waypoints are connected or not.
Unity prototype of a gambling card game DouDizhu. All basic game mechanisms and user interface are single-handedly implemented in 2 days.
This system utilizes Cyclic Coordinate Descent method to solve inverse kinematics problem. Via a natural interface based on Microsoft Kinect, user can manipulate this system without any mouse or keyboard commands. Some parameters can be adjusted by user stepping away from the origin, e.g., number of joints, bone length, and joint angle.
The system can be utilized to capture character motion by Microsoft Kinect. User only needs to perform a calibration pose beforehand, and the system then starts to capture the skeleton and motion information. After the capture process, the system can produce motion data for advanced use.
This is a physically-based simulation of a 1D deformable chain-like structure modeled as a particle system. The chain is "hard" constrained, e.g., rigid edge constraint, pin constraint, and ring constraint. User can interactively adjust parameters and apply extra force by arrow keys and mouse, respectively.
This is a physically-based simulation of a jello cube modeled as a three-dimensional mass-spring system. The cube is constrained to stay inside a bounding box with inclined plane, sphere, cone, and time-independent force field. User can interactively adjust parameters and apply extra force by arrow keys and mouse, respectively.
Smoothed particle hydrodynamics (SPH) is a method to simulate fluid based on particle systems. It supposes that the physical quantities of each particle can be interpolated by certain radial symmetrical smoothing kernels. For this project, SPH is applied to simulate the movement of water being poured into a container.
By utilizing this tool, user can interactively generate various curves or surface, such as Bezier, cubic B-spline, and subdivision curves/surfaces. User can also use this tool to reconstruct curve based on NN-Crust or Crust algorithm.
A wall carving algorithm adapted from depth-first search algorithm is utilized to generate directed mazes with single solution path, no dead ends, no isolated nodes, and several circuits. In addition, an analysis method is proposed to evaluate if the generated mazes help player explore most of themselves without losing patience.
A simple Unity demo contains a virtual human character doing different movements, including running, jumping, waving, and feigning death.
A simplified shallow wave approach is applied to animate ripples on a water surface.
Strain limiting is widely used in games for cloth animation due to its simplicity. This cloth simulator utilizes strain limiting instead of the physics simulator provided by Unity.
This is a self-implemented rigid body simulator without help of Unity physics simulator.
This is a small 3D solar system Unity demo based on some basic transformations.
This tool can load .txt file to simulate a virtual scene by utilizing particle systems, force fields, and collision planes.
This tool is implemented for wireframe rendering of a virtual scene specified via text file.
User can utilize this interactive sketchpad to draw lines based on the midpoint algorithm. There are also several additional features inspired by Microsoft Paint.